Okay, thank you. I don't have a lot of time to game, so as much as I love FTL, dumping hours into runs just to die pointlessly is really frustrating. Always appreciated the Obsidian Cruiser because I don't seem to get fucked over as hard when I'm flying it vs other ships. :3

Singularity Projector converted to artillery. Now that we can do custom artillery per ship, without botching the Fed Cruiser, I can revisit the decision to make the SP a weapon. I'd initially wanted to do it as artillery and scrapped the idea because of the above limitation. The hull will get a slight tweak, to convert the cannon-looking assembly on the starboard (lower) pylon into the SP itself, rather than decorative greeble.

Drone/Hacking facilities will share room ID. Both systems use drone parts, so making this an either/or choice feels right to me. Have not fully tested this yet, but as with the Clone/Med bay, I expect them to overwrite each other.

Custom Crystal crew layers. For anyone who's read the story behind the Retribution, the two Crystals are Quartz and Eliza. Quartz is described as having a sort of crystal "mohawk." Thanks to the crew layers, I can actually do that now. Yay for unique crew! Also, "Obsidian" crew were a requested feature previously, but again not one I could manage without overwriting the original Crystals. Now I can.

Pulse Disruptor will fire AOE. In its current form it's just a BL2 with 1-layer shield-piercing, that costs an extra energy bar to use. The AOE option you get from Flak mean I can also make it "less accurate" and finally set it apart from the BL2. *Note: for those who like it just fine as-is, the "AE Content Disabled" version will retain the current Disruptor blueprints.

No ETA as I'm not working actively on this for the moment, but that's most of what you can expect for the AE upgrade to this old beast.

Kieve wrote:Drone/Hacking facilities will share room ID. Both systems use drone parts, so making this an either/or choice feels right to me. Have not fully tested this yet, but as with the Clone/Med bay, I expect them to overwrite each other.

Sorry to disappoint.

Clone/Med bay are hard-coded to overwrite each other, even when assigned to different rooms. Other systems will just stack on each other. The only time I would recommend using the same room ID for systems is when the ship starts with 7 systems, so there is no chance for the missing systems to overlap when using the same room.

Damn it. Then again, I should know better than to expect FTL to behave in logical ways.Honestly, was trying to avoid a scenario in which every single room ends up with a system in it, but at least it's not critical to my update plans.